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Published November 19, 2022 | Version v1
Journal article Open

IMPACTS OF GAMIFICATION LEARNING APPROACH ON STUDENT'S PERFORMANCE AND PERCEPTION DURING COVID 19 POST PANDEMIC 2021 IN INDONESIA NEW NORMAL LEARNING SETTING

  • 1. Department of TESL, Faculty of Social Sciences, Arts, and Humanities, Lincoln University College (LUC), Malaysia.
  • 2. Supervisor, Department of TESL, Faculty of Social Sciences, Arts, and Humanities, Lincoln University College (LUC), Malaysia.
  • 3. Department of Education, Faculty of Social Sciences, Arts, and Humanities, Lincoln University College (LUC), Malaysia.

Description

Abstract

Gamification has emerged as an innovation in classroom teaching, which is not new in the world of Education. Post the COVID-19 pandemic context in Indonesia, the classroom sessions had a limited amount of time and required students to be physically distanced. Hence, a gamified learning approach can be the answer to provide interaction and maximize the learning to reach the desired learning outcomes, as well as create a fun learning environment. This aims to find the impacts of students’ performance and the perception of those who are taught with gamification learning approach compared to students in a rote learning class in respect to their academic reading comprehension during the COVID 19 Post Pandemic 2021 in Indonesia New Normal learning setting. A quasi-experimental research design with a pre-test and post-test control group was employed. Students were allocated to one of the two versions of the program learning environment at random: a gamified version or the original non-gamified version. The result of pre-post tests found, through the Independent Sample T-Test, a significant value proving that the Gamification Learning Technique is likewise more effective than the rote learning method. A questionnaire was used to collect the data regarding the opinions related to gamification elements and found that students mostly chose “strongly agree” to “agree” with positive statements about the research.  In conclusion, gamified learning is recommended to make studying more enjoyable, albeit without fully resolving some of the motivational challenges that students face

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